Path: blob/main/crates/bevy_pbr/src/atmosphere/transmittance_lut.wgsl
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#import bevy_pbr::atmosphere::{ types::{Atmosphere, AtmosphereSettings}, bindings::{settings, atmosphere}, functions::{AtmosphereSample, sample_atmosphere, get_local_r, max_atmosphere_distance, MIDPOINT_RATIO}, bruneton_functions::{transmittance_lut_uv_to_r_mu, distance_to_bottom_atmosphere_boundary, distance_to_top_atmosphere_boundary}, } #import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput @group(0) @binding(13) var transmittance_lut_out: texture_storage_2d<rgba16float, write>; @compute @workgroup_size(16, 16, 1) fn main(@builtin(global_invocation_id) idx: vec3<u32>) { let uv: vec2<f32> = (vec2<f32>(idx.xy) + 0.5) / vec2<f32>(settings.transmittance_lut_size); // map UV coordinates to view height (r) and zenith cos angle (mu) let r_mu = transmittance_lut_uv_to_r_mu(uv); // compute the optical depth from view height r to the top atmosphere boundary let optical_depth = ray_optical_depth(r_mu.x, r_mu.y, settings.transmittance_lut_samples); let transmittance = exp(-optical_depth); textureStore(transmittance_lut_out, idx.xy, vec4(transmittance, 1.0)); } /// Compute the optical depth of the atmosphere from the ground to the top atmosphere boundary /// at a given view height (r) and zenith cos angle (mu) fn ray_optical_depth(r: f32, mu: f32, sample_count: u32) -> vec3<f32> { let t_max = max_atmosphere_distance(r, mu); var optical_depth = vec3<f32>(0.0f); var prev_t = 0.0f; for (var i = 0u; i < sample_count; i++) { let t_i = t_max * (f32(i) + MIDPOINT_RATIO) / f32(sample_count); let dt = t_i - prev_t; prev_t = t_i; let r_i = get_local_r(r, mu, t_i); let atmosphere_sample = sample_atmosphere(r_i); let sample_optical_depth = atmosphere_sample.extinction * dt; optical_depth += sample_optical_depth; } return optical_depth; }